Power Holosmith

is a bursty class that can also provide permanent due to .

This class scales heavily with the amount of conditions applied to the boss and also the duration of the fight.

is fairly beginner friendly due to it's simple rotation. Mastery of this build will take considerable time due to management of the mechanic.

Thanks to and , innately has a high and does not need to rely on .


Build Updated
May 25, 2021
Skill Floor
2 / 5
Skill Ceiling
4 / 5
Boon Reliance
3 / 5
Added
May 2021 Balance
Item Stat Sigil / Rune
Helm
Berserker's
Shoulders
Berserker's
Coat
Berserker's
Gloves
Berserker's
Leggings
Berserker's
Boots
Berserker's
Primary Weapon Set
Main Hand
Berserker's
Item Stat
Backpiece
Berserker's
Accessory
Berserker's
Accessory
Berserker's
Amulet
Berserker's
Ring
Berserker's
Ring
Berserker's
Food & Utility
Food
Utility
Infusions
Infusion x18
Rotation Log
Build Template
x 2 x 3 x 3 x 2 until is off x 2

Use whenever it’s ready.

Use after step 26 in the loop if it's off .

Replace with or when possible.

Item Stat Sigil / Rune
Helm
Berserker's
Shoulders
Berserker's
Coat
Berserker's
Gloves
Berserker's
Leggings
Berserker's
Boots
Berserker's
Primary Weapon Set
Main Hand
Berserker's
Offhand
Berserker's
Item Stat
Backpiece
Berserker's
Accessory
Berserker's
Accessory
Berserker's
Amulet
Berserker's
Ring
Berserker's
Ring
Berserker's
Food & Utility
Food
Utility
Infusions
Infusion x18
Rotation Log
Build Template
Preheat to 45 x 3 x 2 x 2 x 2

Use and off .

Use whenever it’s ready.

Use off .

Never , always try to at 149 heat.

Introduction to Holosmith

is a mechanic unique to . You will passively gain 2% heat per second while using and will gain increased heat when using a weapon skill.

Due to the trait , you have 150 heat available to you. At 150 heat, you will and take ~8000 damage. You can also manually whenever you want, as long as it's six seconds after you used .

If you , you will not be able to or any Tool belt skills until all of your heat has dissipated. You will dissipate heat at 5% per second, three seconds after you . This increases to 10% per second, 10 seconds after your .

So, let's take a look at the weapon skills that you gain when you :

will generate 2% heat per use.

generates 7% heat. This leap skill will leave behind an AoE that grants to allies who touch it. It is also a leap finisher. This can also be traited with to provide .

generates 10% heat. This skill grants you and inflicts .

generates 2% heat. This skill applies one stack of for each projectile that hits, for a maximum of eight stacks.

generates 25% heat. This skill will foes and is a blast finisher. This skill is a great way to build up heat before an encounter.

There are also a variety of traits that affect your damage when you or . Check the section below on "Traits in the Holosmith Trait Line" for more information.

Tool belt skills are based on your currently equipped heal skill, utility skills and elite skill.

Tool belt skills do not share a with their parent utility skill. This means you can use a tool belt skill and then swap out the corresponding utility for something else. You can do this with by using the tool belt skill and then swapping out for whichever utility you need.

Let's take a look at what tool belt skills you will come into contact with: is from and provides your subgroup with . This tool belt skill also provides a water field. is from and provides a moderate of 200 damage. is from and is a high power DPS skill. This skill is . is from and is a blast finisher that deals high power DPS after a three second detonation time. It also is a that deals 332 damage. is from and will fire out projectiles towards five targets. Use this tool belt skill when you are above 51 heat.

Feel free to precast stuff like and from . You can always start with as your gap closer.

Be careful when you , as it can interrupt your skills. Equipping a kit or switching from one kit to another doesn't interrupt your normal skills. However, it WILL interrupt your skills.

You will not be able to blindly following the golem rotation with this build. Adapting the timing of your utility skills and heat management depending on phase length will be necessary to perform well.

When you , start with so you get the 10% damage modifier from .

Try to use whilst inside the boss's hitbox. This is because can target on trash mobs to produce additional projectiles, up to five.

This is your skill priority list outside of : . . . . .

Try not to delay using . Most of your DPS comes from within , but feel free to if a boss is about to phase.

Sword is the only weapon affected by your heat level: Above 50 heat, your auto attacks gain 10% damage and gains two additional projectiles. Above 100 heat, these effects are doubled.

Breakbars

= 232 damage.

= 200 damage.

= 232 damage.

Utility Skills & Variations

grants you access to which can be used during .

provides you with five different types of grenades which are all . All of which, except and , are used in the rotation. All grenades are affected by and .

is never used in the rotation.

causes .

causes .

causes .

causes .

provides you with flat damage, but most importantly, it grants you access to . This Tool belt skill should be used off .

is used whenever it comes off and you are above 50 heat. This utility does direct damage and causes . It is very easy to interrupt the cast of this utility so you should make sure to actually finish its cast before using another skill.

is used off when above 50 heat. By using above the heat threshold you will also apply that ticks for 10 pulses. This elite skill will also any foes that are caught inside its AoE.

is a moderate AoE heal that cleanses two conditions from up to five allies. It also provides a water field that can be blasted with .

Traits & Variations

provides you with a flat 10% damage modifier to physical damage when your health is over 75%.

causes all of your explosions to apply . This applies to any skills from . and will also trigger this trait.

grants you a stacking buff which grants you + 20 per stack, up to a maximum of 10 stacks. You gain stacks when you hit with an explosion.

provides you with a 0.5% damage modifier to physical damage per stack of .

causes you to deal 10% more damage to foes with a lower health percentage than you.

causes critical hits to have a 33% chance to apply .

grants you 15% increased against foes that are within 300 range. This trait will pretty much always be in effect and is one of the reasons why you can get to 100% without needing .

grants you 10% increased against foes that are . This trait will always be in effect and is the second reason for getting 100% .

grants you whenever you land a critical hit. will also grant you + 150 .

causes your to last 33% longer.

is a flat 2% damage modifier for each unique condition that your enemy has.

causes your first two hits to apply and deal 10% more damage when you . You also apply for the first two hits when you and for six hits when you .

grants you when you use .

is a unique scaling damage multiplier that is only active while in .

increases your heat capacity by 50 heat. It also gives additional bonuses to Swrod skills above 100 heat.

You can take over if you are in a condition based subgroup.

You can take instead of to grant when you use .

Spirit Vale

Save your for when the are close enough to get the additional projectiles. Remember to stand inside of to ensure that all projectiles hit.

When phases, go to the . Use on the . for the and use and . at ~40 heat or 75, depending on your squad’s DPS.

Use or , if you're in , to get back to if you get teleported by .

You can use and to help provide damage to the and . If you see that a is coming in, you can use to it away.

You can use to help CC during the split phases.

Use for the extra CC from .

Make sure you don't kill yourself with , , or during .

Save your for when there are trash mobs close to get the additional projectiles. Remember to stand inside of to ensure that all projectiles hit.

Don't save any skills during the split phase as all your skills will be back up by the time is back.

You should use on the first and on the second . You can use and on this second and then . This will allow you to start the next phase of with ~50 heat. If the second group is about to finish killing their too, you do not need to before engaging .

Use to help slow down the if they are getting close to .

gives you access to . Use this to help break during .

If you're still slow on the , you could drop Pistol for Shield. This will give you access to;

If you're still in need of more CC, you can run Rifle instead of Sword / Shield. This will give you access to; . .

You can engage by using , which you can get by using the tool belt skills from . You can then switch back to your regular utility skills.

If, for whatever reason, you do need to do cannons you can use for mobility. If you’re in , you can use .

Use to help break .

Save your for when there are bandits close to get the additional projectiles. Remember to stand inside of to ensure that all projectiles hit.

If is being a pain, you can swap out Pistol for Shield for the additional CC.

Salvation Pass

Save your for when there are close to get the additional projectiles. Remember to stand inside of to ensure that all projectiles hit.

Feel free to if is about to phase so you don’t lose uptime.

You can use to be able to face tank mechanics from . Use it wisely!

Take to help with CC by using the toolbelt skill - .

Use after clears his conditions for soft CC.

As you are taking Shield, you should use; . .

If you don't trust your group, you can save and use it to block the .

You will most likely be in a condition based subgroup, this means you should be a team player and take over .

If you see that you're going to get hit by or , use to ignore them.

Don't forget that you can use or to move around when you need to deal with mechanics.

Use for extra CC from .

As you are taking Shield, you should use; . .

Stronghold of the Faithful

When 's appears you can use to help CC.

The statues around the room count as targets for your . Make sure you're inside 's hitbox before you use it.

When you have to move away from due to , you can use to get back quickly.

If your squad is struggling with cleaving the statues, you can delay and be a team player!

For the burn phases try to precast your heat to 90. The quickest way to get to 90 heat without any issues, assuming you start from 0, is: Auto Attack.

Use to help CC .

Save your for when there are trash mobs close to get the additional projectiles. Remember to stand inside of to ensure that all projectiles hit.

If shard cleave is needed, keep in mind that your auto attack has a fairly big cleave range. If you can, try to position yourself between and the shard you want to cleave.

Use to help CC .

Save your for when there are trash mobs close to get the additional projectiles. Remember to stand inside of to ensure that all projectiles hit.

If shard cleave is needed, keep in mind that your auto attack has a fairly big cleave range. If you can, try to position yourself between and the shard you want to cleave.

Start with 75 heat. On the first island use and use , , and . Finally, .

For the second island use and then use and . If you're close to going into , make sure you do so on the this island. This way you’ll have available again when you get to .

Feel free to precast heat on the last island. It doesn’t matter how much heat you start with. Just do what you prefer, but 75 is recommended.

Bastion of the Penitent

has a pretty big range, take advantage of this if you need to run to . You can also attack with .

Use or to get back to if you get ported by .

If you see you're going to die from , just use .

Gooooolleeeeemmmmmm booossssssssssssssss.

Nah but for real, use when the are near to get more hits.

If cleave is lacking, you can delay until the are on top of you.

Feel free to if is about to phase so you don't lose uptime.

Precast heat to 75 before the fight and after you kill Guldhelm during ’s phases.

You can’t apply conditions to during the , so don’t use .

Getting targeted by will cause you to lose all heat and make you lose . Your CC is very strong and should always be available during .

Use for extra CC from .

As you are taking Shield, you should use; . .

If you're still in need of more CC, you can run Rifle instead of Sword / Shield. This will give you access to; . .

Precast your heat to 75 during the pre-event and delay your rotation until is up. Aim to get all of your high damage skills in while is the under the effects of .

If you have a hand kiter who is kiting close to the group, make sure you delay until there are four hands nearby. This will ensure you benefit from all the projectiles, but don't forget to stand inside .

You should delay and until is the under the effects of . If your group is actively giving Saul , you will not need to delay these two skills as the should align with .

Keep in mind that your auto attack range is fairly big, so you can usually keep attacking during .

You can use if you find that is completely inside a and totally out of range.

At 10%, when becomes , you can precast your heat to 75.

Hall of Chains

We recommend playing at this encounter.

The pre-event doesn't matter much but feel free to blast fields with and . If you jump at the end of your cast, it won't cast the water field so you can blast the intended fields.

You can use to help with the Enforcers during the pre-event with . You can also them with .

Blast water fields during the pre-event to help relieve some pressure from your . You can create water fields with .

Try to start with 75 heat.

Use to cleanse the after each . During this mechanic you can continue to attack with .

Your job at is mostly to DPS the boss. Your mobility is limited, so let other classes do mechanics.

The always happens at 6:25, 5:05, 3:45, 2:25, 1:05. You don’t have to follow the rotation perfectly, so feel free to use earlier if the timer is almost ending so you get the full damage from it.

You can camp while is in the middle but keep in mind that he can have . You can do the same when you get or .

During the last 10%, if you have to do the panels, start with 0 heat and when everyone runs out. Use to get there faster and for . You should at around 40 heat. You can use either or , depending on your heat, to get back to quickly.

During the last 10% burst it's better to use and the moment you go over 50 heat. This will ensure that you get all the ticks on before he dies or becomes again.

If you don’t have to do panels, precast heat to 75 and do your normal start.

When you cast , stand on the outer edge of his hitbox and do not move or else you will interrupt the skill.

Mythwright Gambit

Don't waste when the hand comes down for the first time; save it for when the hand comes down for the second time.

Use to help CC the Shields. If there are still some Shields that need to be broken you can use .

will travel through multiple Shields, try to aim where you throw it.

Don't waste your during the hand phase. Wait until the main boss phase to use it.

Once the orb collection has finished and Swords have been used, you can begin your burst rotation. Wait until Conjured Amalgamate has at least five stacks before you begin.

For the last burn phase, remember that you can hit both Conjured Amalgamate and the second Arm if you’re close enough.

We recommend playing at this encounter.

Use to help break the creatures. If you're slow on the , you could drop Pistol for Shield. This will give you access to; . .

Taking Shield also gives you the possibility to away the Greater Magma Elementals with .

You can do your normal rotation at any of the creatures as all your skills will be back off by the time you get to .

Try to preheat to 75 while you are killing the Pyres. Don't waste any big skills here as they may not be back off for the main burn phase.

You should have your up around the time that the come into . This will let you easily cleave them down.

If you see a Greater Magma Elemental coming in, you can aim to provide a . This should be enough to clear it from the . If you need more, you can use to slow it down.

Don't waste any skills when is about to go into his as you are unable to do damage. Use to help break .

You can through 's hitbox whilst using . Make sure there are nearby to ensure you get a multihit.

The Key of Ahdashim

If you have to take a Pillar, use until you have returned back in melee range. this should fit in with your rotation perfectly.

You can then use to get back to quickly.

Use on the Hands during the split phase, this skill will always multihit them.

Don't forget to try to be at around 75 heat at the end of each split phase. For the first phase, you will have to use on the first hand in order to build up heat fast enough. Use or to get to quickly after the split phase.

Use you can to ignore .

You have plenty of time to manage your heat between phases. Just use the adds for this.

As you do have a lot of CC, if for some reason your has fallen asleep, you can easily take care of the on the final platform.

Use or to get back to quickly after each .

Use for extra CC from .

As you are taking Shield, you should use; . .

Help with CC'ing the Pylons with and .

Save as you can use it to apply ranged CC on the . You can also use to apply slow CC.

If your squad is struggling with the , you could swap out to Rifle. Give you access to; . .

Use or to get to at the start of each phase.

Remember to keep attacking with when goes to destroy the Pylons. If you're feeling brave, you can also tank the pulsing AoE damage with .